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Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ public static BoolScalableSetting UseContactShadow(HDRenderPipelineAsset hdrp) =
/// <summary>
/// The default intensity value for directional lights in Lux
/// </summary>
public const float k_DefaultDirectionalLightIntensity = 100000; // In lux
public const float k_DefaultDirectionalLightIntensity = Mathf.PI; // In lux
/// <summary>
/// The default intensity value for punctual lights in Lumen
/// </summary>
Expand Down Expand Up @@ -1986,7 +1986,7 @@ internal void ReserveShadowMap(Camera camera, HDShadowManager shadowManager, HDS
// ease out and invert the curve, give more importance to closer distances
distance01 = 1.0f - Mathf.Pow(distance01, 2);

// normalized ratio between light range and distance
// normalized ratio between light range and distance
float range01 = Mathf.Clamp01(visibleLight.range / Vector3.Distance(camera.transform.position, visibleLight.GetPosition()));

float scaleFactor01 = Mathf.Max(distance01, range01);
Expand Down Expand Up @@ -2611,7 +2611,7 @@ public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightD
{
case HDLightType.Directional:
lightData.lightUnit = LightUnit.Lux;
lightData.intensity = k_DefaultDirectionalLightIntensity;
lightData.intensity = k_DefaultDirectionalLightIntensity / Mathf.PI * 100000.0f; // Change back to just k_DefaultDirectionalLightIntensity on 11.0.0 (can't change constant as it's a breaking change)
break;
case HDLightType.Area: // Rectangle by default when light is created
switch (lightData.areaLightShape)
Expand Down